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How do I make a non-kinematic rigidbody react to a "normal" rigidbody colliding with it in Unity? Like when the rigidbody hits the non-kinematic one, it pushes it back (note: not using the NVidia PhysX engine, but using my own calculations).

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    \$\begingroup\$ What do you consider to be a "normal" rigidbody? Can you walk us through how you are detecting collisions without the use of the PhysX engine? We'll need some details of your approach to design answers that work with this custom setup. \$\endgroup\$
    – DMGregory
    Sep 23 at 16:41

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